Physics VS Frame accuracy, and an attempt to make the game more realistic.
I Had an issue today, In which some how a
managed to attack me with his knock back, causing me to fly in a totally in accurate direction, and after talking to my "amigos" about it and getting an explanation that didn't quite make sense to me, as i was thinking of the game as a second physical space, and not as a processed frame by processed frame environment in which this kind of incident can occur. After One "Cammy White" with customer support pointed this out, I for the maybe second time ever? decided to access the forum/boards what ever this is.
Just for reference sake, here is a picture of what actually happened in the game, and a short explanation.
Here is a link to the picture as I am not entirely sure how to add that in, if its possible. http://.http://puu.sh/xtj2Q/f5d448c298.png
So
was being rude, i got a gank, took a few free shots at his tower, he came back, i was still at low from being in lane the entire time, he scared me, i did some bush shenanigans, and tried to escape. Not knowing about his knock back effecting even though other actions were taken. w/e that isn't my concern.
Part of my concern, stems from the point of, people that dont know (like me before i was informed) that the game doesn't always perform 'semi' rationally most of the time, are going to get confused and irritated a lot more than other people.
The MAJOR part of my concern stems from my frustration, of how this game TRYs really hard to make things work like they would in a true physical space. Having crazy BS like this happen on occasion isn't cool, to me obviously.
In the conversation i had with Mr/s Cammy, the following paraphrasing by me. After Cammy mentioned some thing about the game having frame by frame processing, as most current computers run (cant think of any that dont maybe quantum computers?)
-cough- I am calling it paraphrasing, because i cleaned it up as she suggested and refined my words to clearly state the argument i was attempting to make.
"Also, i am not trying to deny that the knock back COULD happen the way it did my issue is that it moved in a way that physically shouldn't be possible. If object A puts out enough force to move object B, out of its path, then it should move in the direction of the force from object A, from the path in the location at the time of the actual attack.
Using the
/
example.
http://puu.sh/xtj2Q/f5d448c298.png
If object B was not in motion, it is understandable that object B ends up at location B3. However object B was in motion, and as such, when the attack's damage and knock back occurred,
was in location B1 and conversely should have ended up near location B2. Changing the path of object b, while also canceling the movement in that direction (essentially I am saying, cool the chain broke when
got hit by the force from
and cant pull him self to the wall. So stopping motion from there, then applying the knock back from that location would be okay?) Not some how moving from an unknown (nonexistent) force in the direction of the pink arrow (from the picture).
As I am sure it is aggravating, to Devs, to get complaints about issues, and not a suggestion to a fix, maybe for cases like
where there is a serious time consuming wind up before a displacement effect occurs, a short internal cast time, where the knock back/damage would occur to see if the champion is still there to do damage to (the same way some how
can miss his hook (that clearly connected) to an
because he timed his vanish perfectly on time. (though that's not the issue that I am trying to make, but a point i need to show my point.) If some champions are able to essentially cancel an-other's ability, this very specific case where
's knock back can have a RIDICULOUS range and quite STRANGE direction of force, is in need of fixing.